Tim Cooper
7ae021c6
[material graph]Convert slots from being a string into being an int that can be referenced from the node.
8 年前
Tim Cooper
a9673209
[Shader Graph]Add function node input tests.
8 年前
Tim Cooper
ac62e6d8
[Shader Graph]Tidy function input nodes to now handle input dimensions nicely.
8 年前
Tim Cooper
376c8378
[material graph]Change how precision works, make default precision half.
8 年前
Tim Cooper
607a2f9e
[material graph]Add button to convert selection into subGraph
8 年前
mmikk
e80c0e73
choose logBase value such that 50% of clusters (out of 64) are consumed between near plane and max opaque depth.
choose logBase value such that 50% of clusters (out of 64) are consumed
between near plane and max opaque depth (only when a depth buffer is
available). This allows us to light things behind the opaque tile while
allowing us to keep a limit on memory consumption.
8 年前
sebastienlagarde
b7ac9b37
HDRenderLoop: Make transparent object working + doublesided mode work
8 年前
sebastienlagarde
23b90c5e
HDRenderLoop: Miss one change - include common.hlsl in FinalPass.hlsl
8 年前
sebastienlagarde
0c45d07f
HDREnderLoop: Convert CGPROGRAM to HLSLPROGRAM + Add double sided support
Double sided still not work yet
8 年前
Julien Ignace
7a353452
Fix bad preceding "I am a Git noob" commit
8 年前
Julien Ignace
4077fb24
Merge branch 'my_branch'
8 年前
Julien Ignace
ad89bd6f
My changes
8 年前
sebastienlagarde
06523005
HDRenderLoop: Make shader feature worknig for DisneyGGX.shader
8 年前
sebastienlagarde
279a61e5
HDRenderLoop: Updating inspector + shaders parameters
- Move alpha test to be able to enable it for transparent as an
optimization
- Change stuff to map a bit Untiy standard shaders and rename mettalic
to Mask map.
8 年前
Sebastien Lagarde
3f354281
HDRednerLoop: Add inspector for DisneyGGX shader (wip)
- Goal is to have an inspector with the various feature to test alpha
cutoff, transparent, double sided etc...
8 年前
Sebastien Lagarde
54fbd25b
HDRenderLoop - Put correct shader on material test
8 年前
mmikk
30fbb008
bugfix, workaround for missing SetInt on shader feature backfired
bugfix, workaround for missing SetInt on shader feature backfired
8 年前
mmikk
e4638323
some arb. bug fixes for clustered and further integration changes
some arb. bug fixes for clustered and further integration changes
8 年前
mmikk
832e4f70
prep work for supporting clustered as well as opaque only plus some clean up and removal of hungarians.
prep work for supporting clustered as well as opaque only plus some
clean up and removal of hungarians.
8 年前
mmikk
730f8f5e
make all kernels available and slot in clustered shader
make all kernels available and slot in clustered shader to fptl assets
8 年前
sebastienlagarde
07ccb020
HDRenderLoop: Update GGXDisney.Shader with lot of parameters
- Goal is to add a lot of thing so we can ensure that scriptable render
loop support all the case
- Here try to add transparent and alpha testing + prepare materialID
with SSS and clear coat.
8 年前
Sebastien Lagarde
29130923
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
8 年前
Sebastien Lagarde
9a7564db
Miss a lot of file...
Don't know if I have done shit due to late hour or if I get in space for
a moment and haven't see file change...
8 年前
mmikk
bdf1c521
more random fixes to new clustered implementation (still disabled)
more random fixes to new clustered implementation (still disabled)
8 年前
Sebastien Lagarde
4867b779
Update GBuffer parameters
- Update GBuffer parameters to be closer to what is describe on
confluence
- Add arbitrary packing function of float and int into a float with a
given precision
- Clean few stuff
- Current scene is 2 spot, 1 point and a directional and match betwee,
diffuse and forward.
8 年前
Sebastien Lagarde
ef992f04
Add support for directional light
all in one formula for spot, light and directional light
8 年前
mmikk
5f4b7cc9
get rid of error message
get rid of error message
8 年前
mmikk
39c0dab3
pushing progress with integration of clustered
pushing progress with integration of clustered
8 年前
mmikk
d062497d
separate out resolution dependent allocations
separate out resolution dependent allocations
8 年前
mmikk
b35ab050
spot is Z aligned in unity
spot is Z aligned in unity
8 年前
vlad-andreev
ce024e75
fixed missing final pass shader in the fptl renderloop asset
8 年前
vlad-andreev
1c6878bd
fixed a potential commandbuffer leak in the skybox helper
8 年前
vlad-andreev
1cb88144
[fptl] use cullResults.culledReflectionProbes instead of FindObjectsOfType()
8 年前
vlad-andreev
19c489a6
[fptl] converted shaders to use autogenerated .hlsl includes
8 年前
sebastienlagarde
5d4ad793
HDRenderLoop: Miss one file
8 年前
sebastienlagarde
1065c023
HDRednerLoop: Fixed bad code to reconstruct world position
8 年前
sebastienlagarde
0647d78b
Add a test scene for HDRenderLoop
The scene use few rocks and normal map
8 年前
vlad-andreev
27937678
added missing dll
8 年前
GitHub
87679324
Merge pull request #2 from Unity-Technologies/ShaderLibrary
Merge Shaderlibrary
8 年前
sebastienlagarde
a333a206
Make deferred rendering wortk and match forward
8 年前
sebastienlagarde
c4c059ac
Merge remote-tracking branch 'refs/remotes/origin/master' into ShaderLibrary
8 年前
sebastienlagarde
4831ee61
Merge remote-tracking branch 'refs/remotes/origin/master' into ShaderLibrary
8 年前
Sebastien Lagarde
0949ab8d
Merge remote-tracking branch 'refs/remotes/origin/master' into ShaderLibrary
8 年前
Sebastien Lagarde
48e7ab2d
Merge branch 'ShaderLibrary' of https://github.com/Unity-Technologies/ScriptableRenderLoop into ShaderLibrary
8 年前
sebastienlagarde
e0d8b29f
Minor change, add unity_reversed_z
8 年前
Sebastien Lagarde
18a4a47d
Merge remote-tracking branch 'refs/remotes/origin/master' into ShaderLibrary
8 年前
Sebastien Lagarde
3b340bc5
forget one file
8 年前
Sebastien Lagarde
6a00b2b9
Add misc function for deferred rendering
- Add world reconstruction function
- Add macro to abstrct GBuffer
- Add lighting information into SurfaceData and BSDFData
- Clean / comment some stuff
Note: forward and deferred code do not produce lighting for now
8 年前
sebastienlagarde
016758b2
Update a bit the code for deferred + some notation update
8 年前
sebastienlagarde
4984a6d0
Prepare for deferred rendering
Add FinalPass (for gamma correction), create init buffer and clear
buffer function, prepare deferred renderer buffer. Deferreded pass not
implemented yet
8 年前